How about an "exit/restart" button on death?
Is there an end? Or timer?
[GAME] My Interesting Little Frog
Re: [GAME] My Interesting Little Frog
I'm using OSX T-Bone and L0.72. I really can't figure that crashes and don't understand why I'm the only one having it just like time random.T-Bone wrote:Really? That's wierd. Are you playing on Android or computer? This is something I'll look into seriously. If it's something I've messed up, I want to learn what I did wrong. If it's a bug in love-android, it's good to learn about it.coffee wrote:Fun game T-Bone but I had some strange errors. After playing some seconds and not in same place the game just crashes (window closes itself). Couldn't figure a pattern here sorry. Crashed 4 times...
EDITED this helps?
Code: Select all
12/15/11 11:53:47 AM love[1511] *** __NSAutoreleaseNoPool(): Object 0x80ae40 of class NSPathStore2 autoreleased with no pool in place - just leaking
12/15/11 11:53:47 AM love[1511] *** __NSAutoreleaseNoPool(): Object 0x80af80 of class NSPathStore2 autoreleased with no pool in place - just leaking
12/15/11 11:53:47 AM love[1511] *** __NSAutoreleaseNoPool(): Object 0xa058f0 of class NSCFArray autoreleased with no pool in place - just leaking
12/15/11 11:54:15 AM [0x0-0x6d06d].org.love2d.love[1511] You suck, man!
Code: Select all
12/15/11 11:53:47 AM love[1511] *** __NSAutoreleaseNoPool(): Object 0x80ae40 of class NSPathStore2 autoreleased with no pool in place - just leaking
12/15/11 11:53:47 AM love[1511] *** __NSAutoreleaseNoPool(): Object 0x80af80 of class NSPathStore2 autoreleased with no pool in place - just leaking
12/15/11 11:53:47 AM love[1511] *** __NSAutoreleaseNoPool(): Object 0xa058f0 of class NSCFArray autoreleased with no pool in place - just leaking
12/15/11 11:53:47 AM /Users/xxxx/Desktop/love.app/Contents/MacOS/love[1511] CPSGetCurrentProcess(): This call is deprecated and should not be called anymore.
12/15/11 11:53:47 AM /Users/xxxx/Desktop/love.app/Contents/MacOS/love[1511] CPSSetForegroundOperationState(): This call is deprecated and should not be called anymore.
12/15/11 11:54:15 AM [0x0-0x6d06d].org.love2d.love[1511] You suck, man!
Last edited by coffee on Tue Nov 20, 2012 5:42 pm, edited 1 time in total.
Re: [GAME] My Interesting Little Frog
I thought it was weird but I understood it. Normally crashes give blue screens xD
Re: [GAME] My Interesting Little Frog
Ah, yes, I haven't gotten so far yet I was going to put a high-score screen there when you die, and then returning you to the main menu. I've updated it now, so that it returns to the main menu instead :ppPPppPpPPpPpp0
Actually, I've seen LÖVE games crash by simply closing. I've only seen it when you create too many love.physics objects, but it can happen.Ellohir wrote:I thought it was weird but I understood it. Normally crashes give blue screens xD
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: [GAME] My Interesting Little Frog
Hee heee, I thought that was really extreme quitting so I thought something was really crashing the game. Anyway you have here a nice game, and I love the fake-childish like gfx.
Want a suggestion T-Bone? Please add later a desktop option that instead of put buttons so far (nice to use thumbs in android's I know) put both buttons side to side for a short mouse travel (or add button commands). And perhaps ">" and ">>" could be more intuitive than "1" and "2".
Want a suggestion T-Bone? Please add later a desktop option that instead of put buttons so far (nice to use thumbs in android's I know) put both buttons side to side for a short mouse travel (or add button commands). And perhaps ">" and ">>" could be more intuitive than "1" and "2".
Re: [GAME] My Interesting Little Frog
I agree that '>' and '>>' could be better. When it comes to computer compatability, I wrote this game specifically for love-android, just as a test to see what it was like to work with love-android as it is right now. Sure, I can add keyboard controls as well but I don't really see the point. For a more serious project, I'll probably make it both for android and computers from the beginning.coffee wrote:Hee heee, I thought that was really extreme quitting so I thought something was really crashing the game. Anyway you have here a nice game, and I love the fake-childish like gfx.
Want a suggestion T-Bone? Please add later a desktop option that instead of put buttons so far (nice to use thumbs in android's I know) put both buttons side to side for a short mouse travel (or add button commands). And perhaps ">" and ">>" could be more intuitive than "1" and "2".
EDIT: Now you can press the keys "1" and "2" on a keyboard (:pppPPppPPpPPPpPPpP) to control.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
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Re: [GAME] My Interesting Little Frog
Coffee, those 'errors' you reported are known and non-fatal.. Or at least, they were, maybe anjo's forgotten about them by now.
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Re: [GAME] My Interesting Little Frog
very cool, I just tried LÖVE-Android out for the first time with this game. Works perfectly.
also on the compatibility issue I have a few insights:
1) the only thing on a computer you can't do easily that you can on an android is click buttons quickly(as in MILF). I could be wrong but I haven't thought of anything else yet.
2) there are a few things you can easily do with a computer that you can't with an adoird. first off all, you can't drag a mouse without pressing. next, some androids can't use the keyboard easily because they don't have keypads(on screen keypad is used instead) so relaying on key presses is a bad idea.
if you had a library that could map on screen button presses(or vice versa) to keys you can solve issue number 1. if your game dose not require you to drag a mouse while intermittently clicking and doesn't require keyboard then the games should be compatible.
solutions:
*games that require a D-Pad might make a D-Pad overlay on the screen(out of the way that is) this pretty well works with any key board issues.
*games that require the movement of mouse should not require the mouse to be released during this movement; kinda hard to get around that one.
any way my point is that only excessive use of certain features creates an uncompatible game.
also on the compatibility issue I have a few insights:
1) the only thing on a computer you can't do easily that you can on an android is click buttons quickly(as in MILF). I could be wrong but I haven't thought of anything else yet.
2) there are a few things you can easily do with a computer that you can't with an adoird. first off all, you can't drag a mouse without pressing. next, some androids can't use the keyboard easily because they don't have keypads(on screen keypad is used instead) so relaying on key presses is a bad idea.
if you had a library that could map on screen button presses(or vice versa) to keys you can solve issue number 1. if your game dose not require you to drag a mouse while intermittently clicking and doesn't require keyboard then the games should be compatible.
solutions:
*games that require a D-Pad might make a D-Pad overlay on the screen(out of the way that is) this pretty well works with any key board issues.
*games that require the movement of mouse should not require the mouse to be released during this movement; kinda hard to get around that one.
any way my point is that only excessive use of certain features creates an uncompatible game.
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